Screed Strikes Back!

By clontroper5, in Star Wars: Armada Fleet Builds

After a couple test games with other fleets, I came up with this swarm/ Strategic Hybrid that i think could be very powerful if used correctly. although it may be weak against Raddus (i dont have much experience against him so i am still feeling Raddus out.)

anyway what do you think?

Name: Imperial Gambit!
Faction: Imperial
Commander: Admiral Screed

Assault: Most Wanted
Defense: Fire Lanes
Navigation: Sensor Net

Gladiator I (56)
• Ordnance Experts (4)
• Fighter Coordination Team (3)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 78 Points

Gladiator I (56)
• Ordnance Experts (4)
• Fighter Coordination Team (3)
• Assault Proton Torpedoes (5)
= 68 Points

Raider I (44)
• Ordnance Experts (4)
• External Racks (3)
• Instigator (4)
= 55 Points

Raider I (44)
• Admiral Screed (26)
• Ordnance Experts (4)
• External Racks (3)
= 77 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Mauler Mithel (15)
• Tempest Squadron (13)
• 2 x Lambda Shuttle (30)
• JumpMaster 5000 (12)
= 70 Points

Total Points: 398

No Tua, brunson, engine techs, or bid for first doesn’t seem like a recipe for keeping ships alive against ackbar/Vader double cymoon etc

Without APTs on the Raiders I would ditch Screed for JerJerrod for some excellent turning options and a better bid.

The trick with Mauler double ramming from FCTs will be difficult to pull off against reasonable fighter opposition. Your JM-5000 can be easily killed form the other side of where your escort squadron is placed.

1 hour ago, Mad Cat said:

Without APTs on the Raiders I would ditch Screed for JerJerrod for some excellent turning options and a better bid.

Alternatively drop Instigator for the points to upgrade to APT- you may know better than me, but I’ve never seen it used well consistently.

5 hours ago, Mad Cat said:

Without APTs on the Raiders I would ditch Screed for JerJerrod for some excellent turning options and a better bid.

The trick with Mauler double ramming from FCTs will be difficult to pull off against reasonable fighter opposition. Your JM-5000 can be easily killed form the other side of where your escort squadron is placed.

Honestly the FCT are more for the Lambda, I just thought why not put Mauler in there (just in case) I figure even if he only procs once or twice against a fighter wing he is worth it.

I did think about jerjer...Hmm

Edited by clontroper5
54 minutes ago, TheCallum said:

Alternatively drop Instigator for the points to upgrade to APT- you may know better than me, but I’ve never seen it used well consistently.

If Sloane and reikan aces are still very common like people keep saying, I think instigator will often be the pivot point of this list. Great card

Edited by clontroper5

So possible options for Saving points/ streamlining:

switch Screed to Jerjerrod

Possible drop one of the FCT? Will 2 help that much? I haven't used them yet so you guys know more about that stuff then me.

If I keep Screed I could drop the Ordinance Experts on his Raider to upgrade to APT's he isn't supposed to do much fighting anyway.

Would it be worthwhile (especially if I switch to Jerjer) to bring an Arq instead of the 2nd Glad?

Anythoughts on The Squad complement?

Edited by clontroper5

so heres a different but similar fleet replacing the Raiders with a Kuat:

Name: Jerjerod?
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Most Wanted
Defense: Fire Lanes
Navigation: Minefields

Gladiator I (56)
• Ordnance Experts (4)
• Fighter Coordination Team (3)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 78 Points

ISD Kuat Refit (112)
• Strategic Adviser (4)
• Early Warning System (7)
• Leading Shots (4)
• External Racks (3)
= 130 Points

Arquitens Command Cruiser (59)
• Moff Jerjerrod (23)
• Fighter Coordination Team (3)
• Dual Turbolaser Turrets (5)
= 90 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Mauler Mithel (15)
• Tempest Squadron (13)
• JumpMaster 5000 (12)
• 2 x Lambda Shuttle (30)
= 70 Points

Total Points: 393

its a bit Beefier, 1 less activation, slightly larger bid. what do you think?

How much do HIE Raider II's cost?

19 hours ago, MandalorianMoose said:

No Tua, brunson, engine techs, or bid for first doesn’t seem like a recipe for keeping ships alive against ackbar/Vader double cymoon etc

Decent navigation works against those though. Same as always with MSU against long range arcs.

5 minutes ago, Ginkapo said:

How much do HIE Raider II's cost?

60 base because if you leave home without DCaps you're an idiot. If you aren't either Vader or Screed I would strongly consider Veteran Gunners to crit-fish, since you're really just searching for that one result.

59 minutes ago, Ginkapo said:

Decent navigation works against those though. Same as always with MSU against long range arcs.

thats my plan! lets face it, NO amount of Defense upgrades will keep my Raider Alive infront of an ISD lol

after a couple test games i do really like brunsun on Demo though

Edited by clontroper5
1 hour ago, Ginkapo said:

Decent navigation works against those though. Same as always with MSU against long range arcs.

Then engine techs are required. Glads capped at speed 3 have a much tougher time running away and/or arc dodging

Not sure aboit FCTs on the Arq when you want to keep it out of the mixer.

Consider Needa TRCs on it!